Scalability of dynamic locomotion for computer games

University essay from KTH/Skolan för datavetenskap och kommunikation (CSC)

Author: Andreas Messing; Henrik Rönnholm; [2015]

Keywords: ;

Abstract: Dynamic locomotion in computer games is becomingmore common, but is still in its cradle. In this report weconduct an investigation into whether gait oscillators couldbe used as an in-game technique to generate dynamic locomotionin realtime. We tested this by using an industrialquality physics simulator to simulate a biped and aquadruped (humanoid and salamander) and measure quality,runtime and memory usage. The tests show that abiped need some balance system in order to walk indefinitely,while the salamander managed to walk properly withonly minor defects. Memory allows several thousands ofinstances while runtime allows up to a thousand instances.This leads to the conclusion that it is a cheap system, suitablewhere the quality is secondary to number of instances.

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